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Messages - HulkOSaurus

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181
General / Re: From real life to Underrail...
« on: September 25, 2019, 04:10:03 pm »
Someone's been data mining I see...

They say Jules Verne predicted the future.

What did you predict?

182
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 25, 2019, 09:46:03 am »
Do you like fishing?

I don't like fishing much. But it's very important that you make some time for it.

Here's Nerfed Old Man trying his luck.



Wasn't very lucky, but I found what I was looking for later on.



And derped again. Miscalculated how much Biology I needed for that. I think at the time I was looking for ways to deal with Jookhela. I did join Praetorian after all. In retrospect - it might have been a mistake. I have done Jookhela before, but on a hybrid Psi character, so it wasn't even a fight. Still, an Ancient Rathound with a Psi bar underneath it's health is, I am sure, nothing to sneeze at. So I needed to prepare.

Instead Nerfed Old Man went on to finish the Protectorate quest line.



Free Drones hit hard. I think I ate some shotgun shots here. Still, managed to block the passage with cc.



And gassed them, same as I did the King. Also Crawler Poison Caltrops and MKIV Eggs, as well. If you think you're up for a difficult fight - use gas grenades.

I can never remember where exactly the labs are, but Colonel Cathcart actually gives accurate direction on how to get there. And not a single Death Stalker on the way. I think it's the first time I listened to what he said.



Nerfed Old Man had no problems smashing bugs at this stage.



And things got fun.

A lot more fun.



But only for so long... :(. Power-armour fantasy ends here.



Having completed this part of the quest triggered the CAU coming to Fort Apogee. Send Nerfed Old Man after D5 mutagen. Unfortunately, there is some heavy grenade fodder on the way there.



It didn't matter to me if I was bombing a single roach or the whole group. I was throwing eggs at every one I could see. Gosh... I hate roaches for some reason.



And found the place one area after that, I think.



But of course I didn't have anything to break rocks with, so I had to travel again.

High-tech combat is easy once you have a Shield Emitter.



I came prepared with EMPs and HE Tins, as well.

In fact, Nerfed Old Man was so brave that he faced the nefarious Industrial Bot.



Eh... ok, it wasn't that big of a deal. Just had to craft a few Acid Vials more.

The turret I ignored on the way in greeted me for goodbye.



The right thing to do is to put the shield on when you leave. I didn't  :-X

It was time to gas the Drones.



And that fight was surprisingly tough. Nerfed Old Man got frozen, but luckily they shot at him in the same turn, so he was able to stabilize.

Quite eerie when all was said and done.



I took a Morphine Shot and put on the Shield before entering the next area.



If you want to be serious about this, though, you'd need Aegis, Jumping bean, Lifting Belt, Initiative boost, and a better armour, probably a better shield, as well. But that's more for when Ironman Mode comes out, if ever. Still, managed to survive from the first try - but only because one of the snipers missed *cough* Evasion *cough*. Don't do as I did... although I did get a low Initiative roll, you know.   

''I am not a dog, Captain. I am a man.''



After earning cool points with Captain Mareth, Nerfed Old Man head to Foundry to finish Balor.

Not much to show getting there. Using fist weapons means that Nerfed Old Man won't raise a ruckus when fighting a certain group of enemies. He was able to take out singled out patrols and sentries, or small groups of enemies quietly. And while there were gunshots here and there, surprisingly, the alarms did not raise. Mostly a methodical, if somewhat slow progress.

I entered the Balor area from the west, which means that I got spot directly by a sledge-hammer user and a dog. Taking those out before getting seen by more enemies, however, means that the alarms won't raise. Enemies come to check out what the dog is barking about, but they go at the spot where the dog barked, so you can actually hide.

I attempted some more ''stealthy'' takedowns with the help of Flashbangs and Adrenaline Shots. This would work a lot better if you have Fancy Footwork, but we managed to make do without.



Enemies still come at the sound of the Flashbang, but they take some time to get there, so Nerfed Old Man had the time to hide around the corner.

When all was said and done, taking down these enemies before the big fight was... cool, but unnecessary.

Because once again I guard the doorway with stuns.



And gas everything inside.

Balor himself was quite easy. He has 100% armour penalty, so Nerfed Old Man was able to keep out of reach of his melee attack only by spending his moving points.

The build at that point:

http://underrail.info.tm/build/?EQMOBQkDAwcAXwBfHkYAAAAAAFVVODJVAAAAIwAASicvYRYgTgbCowcrDOK1rgLfvw 


183
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 25, 2019, 08:32:04 am »
wow this is the best Dominating play-through in the Universe

This is great. Looks like you're well on your way to beating dominating with this build.

Thanks, guys. Glad you enjoy it. Hope you learn something, as well :)


184
Builds / Re: traps,stealth,sniper,shotguns?
« on: September 24, 2019, 05:45:18 pm »
I don't think BioHazzard would work against Acid.

185
Builds / Re: traps,stealth,sniper,shotguns?
« on: September 24, 2019, 04:50:40 pm »
about to start Depot A and im trying to prepare properly. By chance what sniper rifle type should I ideally want because right now I am only finding corsair and harbinger frames. Also as for shotguns I probably can upgrade from a rebel but I am not sure that is as important at the moment. Also what ammo type should I have the new rifle use? Right now I am looking at 12.6 but I currently have a decent amount of 8.6 standard stockpiled as well as quite a bit 7.62 that is not being used. I am also having a bit of a time deciding what armor to use.

Right now I am using a anti rifle overcoat (robots and most smaller guns do 0s as well as most melee hits from rathounds) but my stealth went down due to it being a tac vest. Should i forgo armor for more stealth using a normal leather armor piece?

Go with whatever type you have the most bullets for. You will probably use it to shoot down turrets more than anything.

Tac Vests can also increase Stealth if you craft one with the dark cloth on.

For a shotgun I'd go for any of the non-automatic in tactical variant to decrease AP cost, so you can take cover behind corners more easily. 6p shells are fine for everything, to be honest.

There are two serious combat encounters in Depot A, and for both you'll have Trap/Quick Tinkering, Grenadier, Nets and Escape Artist. The only other important thing is to choose chokepoints with a single open space to pass such as door ways. Making a piece of Leather Armour/Boots from some mutated dogs is not a bad idea, as well. It will make the whole thing more smooth. 

186
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 24, 2019, 12:15:57 pm »
I call this picture Stuns for Everyone.



Nerfed Old Man head back to Rail Crossing. Didn't want to deal with Plasma Sentries, so instead he chose the ''easier'' path - blowing up a band of Ironheads.

And triggering the robotic sentries in a dilapidated facility.



That said, there is a decent way to avoid the hardest fight here.



The secret weapon is making noise.

Then everybody show up at the same time.



The enemy of my enemy is not a friend; they're still an enemy, but Nerfed Old Man let them sort it out first. Death Stalkers kill everything, Industrial Bot kills Death Stalkers.

And Nerfed Old Man...



...keeps the Industrial Bot in the closet.

Didn't engage the Faceless directly. Instead head to the tunnels to establish level of bug punchableness.

And it went well. De Pacino's High Shield Emmiter has almost 800 capacity so it's very useful against the Burrowers. Punching the Warrior, however, does next to nothing. He can resist some of the Pneumatic procs, as well. It was the Acid Gun that was dealing with him, though.



I still got chased by Faceless, even though I was trying to avoid them.



Had to fight in self-defense. I don't know what that will trigger later on, but what's done is done.



The Mindreader didn't react at all to his buddies dying. So I still let him do his thing.



I think it will be ok in the end. Couldn't save Buzzer, but quest done, so now I head to the hijacked train.



I know there is a sniper in here, and Nerfed Old Man doesn't have any reliable way of dealing with snipers at this stage... if ever. I also don't think it's a good idea to try to force RNG in a situation like this, so instead why not let the Protectorate handle it?

It aligns perfectly with who Nerfed Old Man is:



Opened up Frazer's shop - one of my favorite places in the game.



And promptly made a large purchase. That Galvanic Vest will come in handy later on. I also found a 150 quality Impala SMG base and made another forward planning decision... no, those don't extend to my real life :D

I did find the Free Drones here.



But I didn't fight them. Too early, I think.

Instead, Nerfed Old Man head back to Camp Hathor to deal with more bug problems.



Regular Burrowers are not a problem. With Warriors and Spawn in the mix the situation is certainly something else.



Copious use of 'nades is what helped here. After only the Warriors were left, it was easy.



Dealing with the Rathound King was next. I usually always have a grand easy time with him. But getting to him is a different matter.



One Magnesium 'nade will keep most of the Rathound away for a while. There will be enough flames left to scare them even after recovering form the first time they get terrified.

The big boy would like to have a word, though.



I wouldn't call this an easy encounter. Plus all the noise I made didn't produce the desired effect I was after.

Until finally he joined when I had almost all of the Rathounds cleaned up.



Still, the Death Stalker did finish the Ancient Rathound. In a direct fight between the two, the Ancient Rathound would always win. But I already had him so low, plus the A.I. doesn't bother to change targets. Once it was only the Death Stalker left it was easy with consecutive incapacitations, nets and Taser use.

Remember - keep to the walls... although I have to say that at this stage Nerfed Old Man was starting to spot traps.



Skip.



The King fight itself was a breeze in comparison to everything else.



He never attacks first leaving you an opportunity to trap him inside and gas him out. Two sets of Burrower Poison Caltrops, a few 'nades, and that was it. I had another three Ancient Rathound Leather out of this. Plus leveled up to 16.

Here's the build:

http://underrail.info.tm/build/?EAMOBQkDAwcAWgBaHkYAAAAAAEtQNypQAAAAIwAASScvYRYgTgbCowcrDOK1rgHfvw

187
Builds / Re: traps,stealth,sniper,shotguns?
« on: September 23, 2019, 04:40:17 pm »
That SMG is not that good as you think. You can use SMGs instead of Shotguns, but those require heavier investment into Dex and different Perks. Shotguns altogether are some of the least Perk-intensive weapons.

Stealth should primarily be used to scout and position appropriately before combat. A stealth takedown always helps, but you will need a plan for what comes after. You can use Stealth to bypass certain areas, avoid combat and complete some quests, but I won't count on that all the time. You can also restealth during combat, after using Flashbangs, for example, and escape a hairy situation. You will get the hang of it soon enough. 

188
Builds / Re: traps,stealth,sniper,shotguns?
« on: September 23, 2019, 04:14:22 pm »
Well, the shotgun example was just that - an example. Shotguns cover closer combat much better than either snipers or crossbows, so you can still make stealthy takedowns from range, but there will always be situations when you'll have to fight close quarter. Shotguns will shine then. Think of them as pseudo melee weapons which benefit from your Guns skill.

As for the particular build you've posted - I'd do it like that:

http://underrail.info.tm/build/?AQYHBQQJAwYPDwAAAAAPAA8ACg8ADwAKAAAAAAAACico378

7 Dex is for Quick Tinkering. Any build that says they want to do traps needs this perk.

No need to max Stealth because you'll get Stealth bonuses from equipment. As the game progresses, you will be able to put more points there, but keeping Stealth maxed at all times is a waste of skill points, imho. That is not to say that you don't need it, just that you can spend your points more optimally.

Same goes for the Traps skill. Even though you're a Traps build, allocating too many points into Traps is a waste. You need 25 points to take Quick Tinkering, after that put only as many points as you'd need to use a certain trap - no more. Your high Perception will help with Trap detection, so you have nothing to worry about.

I know that new players love Lockpicking and Hacking, but between the two I'd advice to choose only one and use the points in Crafting. Crafting will produce much better results than either/both Lockpicking/Hacking in the long run. There are benefits to having them, but Crafting is just downright better.

Speaking of crafting - try getting 50 Effective Chemistry as soon as possible. You will love MKIII Frags/Flashbangs for after you've started combat from Stealth. And there are a plethora of other tools available from Crafting that will make your life easier. Your Throwing skill will help you land Hunting Nets, as well, which will help you control choke points and doorways.

Always try to put as many points as you can spare into Mechanics because that skill will give you the best Shotguns and Snipers in the game.

Mercantile will help you with shopping and opening special stores which will have parts for weapons and armour you'll need.

As for perks - take Grenadier, Quick Tinkering and Sure Step as soon as you can. Consider taking Aimed Shot and Leading Shot after that. Sixth Shell is quite decent to have.

PS: you playing Warframe, by any chance?

190
Builds / Re: Crossbow,traps,stealth,sniper
« on: September 23, 2019, 02:24:06 pm »
It looks terrible. I don't mean to discourage you.

Get in the habit of choosing which stats will serve you best and increasing those as much as you can, while dumping other stats which will not help your build. 7 Perception is really bad when it comes to either snipers or crossbows. Your accuracy will plummet.

Another advice I can give you is not to use weapons of similar purpose. Sniper Rifles and Crossbows have similar functions, but need different perks to operate well. Mixing those will not give you optimal, but more importantly - fun results. If you mix, for example, shotguns and crossbows, or snipers and shotguns it will be better.

191
What is your build?

192
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 22, 2019, 12:55:32 pm »
I tried joining Expedition next.



Wasn't surprised that I didn't get admission. Still wanted to give it a try.

I reckoned I needed to become a Gladiator first. So I got busy with that.

Tanky as these enemies are, Nerfed Old Man is the punching master of punches...  :P





If this is was real time with pause, you'd see the character swinging 1.66 times per second and the enemy doing nothing but stagger. Well... it's not quite Fist of the North Star levels of punching... but we're working on it, alright.

I screwed up here and couldn't get the loot.



Derp.



Sandman?...

Strange name for somebody who punches things in the face, but alright. The Sandman it is.

So now Nerfed Old Man was a Gladiator, thus he tried getting admission again.



And failed.

I honestly expected it to work. Guess I still don't know the game well enough.

Let off some steam by blowing gangsters, instead.



But I needed to get busy with the Arena again.



Versatility is paying off here as Master Exploder has very high Physical resistance. Punching still stuns him and does small damage on Pneumatic Hammer procs, but predominantly the damage was done with the Laser Pistol.

Had a brutal opening against Chemical Agent.



And happily looted his gun, as well. I was curious to see how it was going to work. Never used one of those before. 

But punching things in the Arena, apparently, can get boring, because after that I've taken a picture of Nerfed Old Man going all the way back to Junkyard.



Yes, by that way, that was me. I'd totally do that.

Finish Abram's task is what I did here. And a piece of cake that was, because those two soldiers didn't stand a chance. Once again, the silent power of fist weapons makes sure you don't alert everybody on the level. 



That quest pays for a lot of coins, and you should always do it. You can pass by cameras in combat mode, just make sure you hide around corners.

Nothing special next - just more punchbags.




The Stygian Exorcist was by far the easiest fight in the whole of the arena. I did notice that after two EMPs Zap drops his weapon and goes melee - maybe you want to use that to your advantage in the future. 

That, however, left Nerfed Old Man with the final encounter. At this point I checked again to see if Chief Briggs had changed his mind but he still wasn't impressed. Fine... I'd give it a try. I went in with the things I had in my inventory.



I think RNJeesus blessed me here, because I think I die on Critical Hit. Still I survived first turn against Carnifex and immediately used Escape Artist followed by a Taser stun with Fist of the North star proc. I wanted to wait the Yell out.

I honestly expected Carnifex to hand me my arse back to me. I was ready to just do other things instead of save-scumming this fight.



Instead I found that Acid Guns are pretty good against him. I also started spending all the Caltrops and Magnesium 'nades I had to deal as much damage as possible - as low as it may be.

I had them everywhere. Although, if you want to do that, you're much better off gaining some more levels beforehand and using Burrower and Cave Ear Caltrops. Don't do as I did. Oh, and if you take the time to make Toxic 'nades, those are awesome against him.



I was able to recharge the Taser/Pneumatic Gloves in between all the cc/slows so I managed to keep Carnifex at a distance. At this point he helped me by popping his Morphine Shot. Sometimes you gotta love the AI.



The last few hundreds of his hp went down while he was entangled in acid all the time. I think that was another blessing blessing, because I got a lot of those procs. The Acid Gun was doing triple digits worth damage on Critical Hits... I am still amazed.

And it surprised me that I was able to finish the fight in the first go. I will let you decide if I was super lucky or what...



Small tip - don't stand in flames at the end of an Arena fight. The damage is still there while the announcer speaks, so it's possible for you to die.

But in any case, I've earned a place in the Expedition.



I don't have a lot to show for it, because basically I went to scavenge corpses. Natives and Sec-troopers alike. The defense on the beach consisted of me largely trying to stay in cover and fighting only those who came close by. I wasn't quite able to sneak to any Sec-trooper corpses yet - that may remain a task for the future. By the way, Sec-troopers are funny. One enemy shows up and they blow all their grenades on that one plus their Adrenaline Shots. When the real fight comes they don't have explosives/Flashbangs and are tired so one guy with a stick comes by and kills 3-4 troopers.

I did manage to lvl up to 14 and got a nice piece of light armour I was going to use for the next few levels. This is the build now:

http://underrail.info.tm/build/?DgMNBQkDAwcAUABQHkEAAAAAAEZLNxRLAAAAGQAAQScvYRYgTgbCowcr378

After that I took a Junk Jet back to the caves. 




193
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 21, 2019, 12:12:29 pm »
This build has 3 Perception and no points into Traps.

But Nerfed Old Man knows where most of the traps are. It's a mystery, I know... In case you're not sure what you're doing - stick to the walls.



You're bound to avoid the vast majority of traps in the game that way, but if you're a newer player, don't do as I do.

What really surprised me about Nerfed Old Man is how easy the Acid-Tripped Dogs were. I've always thought them to be incredibly annoying and dangerous in a pack, but Nerfed Old Man was handling them like they were nothing. They also couldn't land their ranged Acidic Entanglement, so I guess 30 points in Evasion pays off big time. Used a net and a few Fist of the North Star procs so controlling the choke was easy.



But Depot A is not Depot A on DOMINATING until you have to take down a Plasma Turret.



Poking that one with an electric knife isn't fun. I spend, maybe, ten batteries or so, but once it was down it looted for just as much, so it was ok.

The muties in the same area were probably the biggest hurdle in the whole of the Depot. I spent a few 'nades more than I expected, but better safe than sorry :).



The way to deal with packs of ranged enemies like this is to look for those who occupy more than a single square at the front. If you entangle, or Fist of the North Star them, they will block the passage for the rest. 

Still, I have to say that regular dogs and muties with guns were more dangerous than the acid dogs or mutants.



Nerfed Old Man was dressed entirely in Mutant Dog Skin and had the Escape Artist Perk at this point, as well. Once again, control the choke with a Taser, Nets, Flashbangs and Fist of the North Star procs.

Happily finished that part of the game.



And immediately left for Core City.



Possibly the densest area in terms of XP in Oddity mode.

I got busy doing small things, looting every container I could, and fighting superior enemies with Fist of the North Star procs.



Nerfed Old Man was using a Taser, then punching them four times. Wait for the Taser to come on again and repeat. Quick good loot, and also a piece of stealth equipment with value of 33. I'd need that.

On the way to rummaging through all the containers in the Core, Nerfed Old Man stopped by the arena.



And used his companion challengers to tank Ancient Rathound attacks. Their loot is better served in his pockets.

Just make sure you have enough AP to actually loot the corpses before combat ends. It wasn't exactly an easy encounter, so Nerfed Old Man was content with only one challenger dying in the process.



Continuing to loot Core City, Nerfed Old Man joined Praetorian Security and did them a freebie by disposing of that burglar for free. He still took everything he could from that obviously expensive house... you know... for expenses.



After finishing the small stuff in Core City, an idea came to Nerfed Old Man's head. Why not visit Panacea Lab in Upper Underrail? Emboldened by the recent success with Depot A it didn't seem too bad of a plan. 

And it wasn't.



Fist weapons are silent, so you can take a number of enemies out one by one.



Those lonely Hunchbacks are nothing but Punchbags for the Fist of the North Star.

And again, armed muties turn out to be more dangerous than bigger mutants.



There's a wider choke here, but still doable with generous use of eggs, Molotovs and caltrops. Enemies generally don't like walking on a combination of flame and caltrops, so controlling them is still possible. And I did have a number of 'nades I wanted to get rid of.

What is not possible to be taken down, at least at this stage of the game, is an Industrial Bot.



I don't know how you feel about Nerfed Old Man utilizing the lack of door handle recognition algorithms in the coding of the bots, but running away from one until he is an a room with a door, and then closing it once it's inside is the best he's got in terms of dealing with them at the moment. I honestly don't know how I should take down one if I have to.

Once done with Panacea Lab it was time to go back to literally the opposite end of Underrail. On the way there Nerfed Old Man stopped by the arena again.



This time with more success, yielding two challenger corpses instead of one. More loot for the wicked.

He did get busy with small things in the sewers, but quickly went out and headed straight to Junkyard.

If Depot A is Styg's Personal Purgatory, then the Magic Roach Island of Doom is the improved version.



I went in with 10 MK III Frags, 10 Magnesium 'nades, Burrower Poison Caltrops and additional paraphernalia of things. You can see how much I spent of those. Captain Bro bravely tanked totally balanced Magic Roach magicks, meaning travelling from Junkyard will be more difficult now. But I still count that as a win. I always prefer siding with the Eels here, so it was important to finish this part of the game.

With the stealth gear looted earlier, black Tabi's purchased from Blaine and a crafted Balaclava, Nerfed Old Man got nearly 70 Stealth without a single point in the stat. He did manage to complete Abram's task with that.



I put on the best clothes for the occasion:



And proceeded to attack the Scrappers from the front. Nerfed Old Man wanted to make sure that Salas wasn't going to die because then there won't be no dinero.

And the Scrappers were putting a surprisingly good fight.



I was also hoping that a Protectorate Soldier would die in the raid, but nope. Hopes dashed. Still, that's a lot of cash made on the return to Junkyard.

It was time to check another zone of the game.

Much like in Core City, you loot containers, try to do small things at first when you arrive in Foundry... kill wives by derailing mining carts, ect.



And you also step on worms to learn more of the world.



There's also free TNT here, if you want to help yourself to it.

Foundry quickly yielded a bar worth of Oddity XP, so Nerfed Old Man was able to improve his Crafting. He also became more Versatile... by deciding to use Energy weapons and SMGs, and whatnot.





I don't know if Ancient Rathound Leather is any better for glove weapons, but I still used that patch I looted earlier from the Arena to make 6 AP per attack Combat Gloves with a Pneumatic Hammer.

It was time to finish the first task from the Praetorian Security.

The first Guard has very high Physical resistance, so we only deal damage on Critical Hits and Fist of the North Star procs.



Still no problem with him. Lone enemies in general never will be a problem, I think, unless they are Industrial Bots.

Same with these two.



I had EMP 'nades ready for the next batch of enemies.



Again, notice how the enemy in the front is slightly off from his square. This means that in the game's logic he's occupying two squares. If you can control him, you control the group. And so with quite a generous amount of 'nades, and poking his head from the corner, shooting and whatnot, Nerfed Old Man was able to take down De Pacino and gang. Finally got a Shield Emitter.

This is the build at the moment.

http://underrail.info.tm/build/?DQMNBQkDAwcASwBLHjwAAAAAAEZLNxRLAAAAAAAAQScvYRYgTgbCo9-_





194
General / Re: Is there something people want to see?
« on: September 21, 2019, 09:36:31 am »
Yeah, I read about it. It's a nice bonus still, but no caltrop protection.

Run started, btw :).

195
Let's Plays / Let's Play: Nerfed Old Man, DOMINATING
« on: September 20, 2019, 11:14:01 am »
Hello, Underrailers,

This is Nerfed Old Man



A predominantly melee character(with a twist to come), which for me, despite my hundreds of hours into the game, is an entirely new experience. That's right - I've never played one, so you may want to stick around for the laughs, but be warned, you may find yourself shaking your head instead.

So without further ado, the first thing any serious melee character needs to do is to sell his guns and get some grenades on the way.



That way I know I haven't completely screwed up.

Nerfed Old Man punched some Rathounds with his bare fists in the first zone. It goes like this - 1 Rathound is worth almost your entire health. With superior punches, however, you're guaranteed to win. You still need to go back to base for free heals.



But punches alone will not get us far, so it was time to employ the real weapons:



Nerfed Old Man felt good when he ninja'd two at the same time without taking a scratch.

He then devised a superior tactic to take on the rest.



One by one at the choke. It's important that you shout ''You shall not pass'', or ''This is Sparta'' or something.

RNJeesus blessed me next.



A single egg took M'lan Ratula and both of his pets out. I can get used to that... but I know it won't last.

With power restored to four outposts I took on the next task.

Here's how you hunt Cave Hoppers... I know you all know, but just a tip for those coming from Sseth's channel.



You wait for them to come out form the hole, then start combat. Straight in the cage.



The choice is final, and so it shall remain.

Next I needed to busy myself with small things because I needed loot and XP.



Got into a knife fight with Lurkers, and it went well.

I managed to lvl up to 3 so I was able to upgrade my eggs up a tier. Do note that I ate the one and only Underpie I found to be able to do that.



Still needed more XP, so I head out to do Jack's task.



I saved my MKII Eggs and used the basic ones instead. With the help of a flare and the SGS Guard I managed to survive the furry attack.

The last bit to lvl 4 was found here:



That magic cockroach was guarding a heap of rubble in which I knew I could find the last point of XP. Magic cockroaches hurt, by the way. The way to damage them with a Dex based melee build early in the game is to make them open their heads, thus lowering their Physical resistance. Still, if you take them on one by one you'll succeed.

After lvl 4 was achieved it was time to help Newton.

Utilizing the superior tactics of closing the door after starting combat, Nerfed Old Man made his life much easier.



After that he laid some good ol' bear traps in a chequered formation around the floor with a little sideways clear to get to the door. What followed did surprise me a bit - probably why I didn't take a screenshot of it. I opened the door and lured a cockroach in, another followed. Let them bleed as much as I could, then finished them with a HE tin. Closed the door and relaid the traps. Open the door, and there are a couple of roaches there. Run back around the corner and pass turn. Hear traps spring. On my turn I peek around the corner and see six roaches all clumped up together. I can't remember if they had their heads open, but they all wiped with a single MKII egg.



So that was one of the hardest parts of the game done. I think RNJeesus blessed me there again.

Next, it was time to get busy with Gorsky's assignment. Inside the facility I got another proverbial bless in the form of a blueprint.



I got that when I needed money the most, so I will call it a blessing.

After that Nerfed Old Man concluded that it's alright to bring a knife to a gun fight, so long as your armour is tough enough... and your 'nades fly true(it's always about those, isn't it.)



Poking these with a knife is ok. But you really only do damage to them on critical hits. They also only do damage to you with critical hits, albeit single digits, but still, I wouldn't call it exciting. A vest made for bullets and reinforced with bits of dead magic roaches was the difference between a repetitive and long walk in the park and a rage-inducing experience, I guess. But hey, I felt that it's the first time when heavy investment into Dex paid off  :-X.

After finishing with Gorsky I must have leveled to 6, because I've taken a picture of Nerfed Old Man happily stuffing an egg full of higher grade explosives.



The eggs keep getting getting tastier...

I think I busied myself with small stuff around: kill the Siphoner, meet Abram, do the gang's early tasks... things like that. I've taken a screenshot of my first serious piece of equipment right around here:



I think this was from the gang guarding the entrance to the embassy. I did wipe them with couple of eggs.

Right around here Nerfed Old Man felt brave enough to step into Styg's Personal Purgato...I mean Depot A.



Got into heavy fighting with muties and dogs. I decided beforehand that I wanted Pneumatic Gloves to take on those, but as always, I messed up.



I remember clearly that it was Rathound Reinforced Leather I needed for the lower AP, but instead I must have mashed everything and ended up with a Steel Spiked... it isn't bad, but at the moment it has an AP cost of 11, which means that if I miss a strike in a turn I won't be able to incapacitate the target. Derp. 

This is the build so far:

http://underrail.info.tm/build/?BwMLBQkDAwcALQAtHh4AAAAAACgjKAooAAAAAAAALScvYRYg378

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